Snarkpit Maps Archive

Half-Life 2: Deathmatch dm_q3dm17

by Tz0m
Beta
I love Quake 3, and who doesn't? So I decided to completely re-make the level "Q3DM17 - The Longest Yard" from Q3 for HL2 DM. I had abandoned this project three years ago. I have a lot of free time right now so I dug up the map and decided to resurrect it. All textures will be the original content from Q3, as I want to preserve that game's look so-to-speak. The textures will all be normal mapped as well. I will also be converting the few models used in this level for HL2 as well. The current screenshots are very old; from when I first started the map. In a day or two they will be replaced with newer ones. As stated to the right, the latest this map will be done is by the end of August, 2008. Enjoy.

Note: Screenshots were taken w/ "mat_fullbright" set to 1 and no cubemaps.

Counter Strike Source de_infinisea

by Qwerty
Take cover by crouching into the water, go hide somewhere in a corner and wait for the perfect moment to blow someone's head off, or just simply try to blow/defend the little island.

This map is compiled with full LDR and HDR, decent lightmaps, cubemaps, and Valve-perfect Sky Lighting. The way vegetation flies off and disappears (not literally flying off many meters away and then just disappearing into the water; you must pay close attention to when this happens from a side view) may be funny to some people, though that's not what really matters, right?

I didn't know what else to add to this map - so player ideas or suggestions might really be helpful for possible future releases. I warn DirectX7 users that they may experience very bad FPS issues with the vegetation. Thanks!

DirectX Comparison Screenshots:
DirectX 7, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx7.jpg
DirectX 8, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx8.jpg
DirectX 8.1, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx81.jpg
DirectX 9, http://www.hlrse.net/source/css/Qwerty/de_infinisea/de_infinisea_dx9.jpg

Counter Strike Source fy_cloudclash

by Qwerty
I personally will say this map will probably be boring. So here's your chance to leave this page right now.

You are inside a cloud, on a long, narrow, alley-way (doesn't look like one though). Both teams have a chance to fire off some blind shots, maybe get a kill. The map needs more than this, I agree. But here it is anyway. Enjoy! sarcasm

Counter Strike Source aim_arena2dm

by Qwerty
I originally intended this to be similar to some CS1 deagal crate-maze map, but I failed at the scaling, size of the map, and space between the crates. This is good with a few people - you can sneak up on some people in the dark and knife them, and you can jump up on top of the crates. See more screenshots at the related link.

Counter Strike Source aim_arenadm

by Qwerty
An open source map; you may add or alter what you'd like best in it. This is an empty version (and the first). Sorry - no screenshots, see my aim_arena2dm release.

Counter Strike Source cs_cluster

Cs_Cluster - Hostage Rescue
By Xenocide_X Mail: Xenocidex@gmail.com
Coyote.moozer.com
HXXL.xom

Spawns: 32
Hostages: 2
Map Size: Small

Point the extracter at your cstrike directory and unzip.

Description:
I got tired of seeing all the same old maps that all happened on one horizontal plane. No real vertical movement. Just huge 2D run arounds.
So I created Cs_Cluster for cs version 1. I made an extreemly fast paced map involving non horizontal firefights.
Appearantly I did something right because the origional is still beeing played today. I decided to start mapping for CS:Source, and Cluster is my learning curve.

This map is increadibly fast paced, and though it may not at first appear so, it is lots of fun too. Another one of my maps that is fun for no discernable reason.

Thankyou for downloading, feel free to e-mail me or find me in the forums at coyote.moozer.com or hxxl.com.
Xenocide_X

Opposing Force (HL) op4_retribution

Beta
This is a rebuild of one of my first Opposing Force maps that was never released. Set in an old space station that was abandoned many years ago. There isn't much to show right now but I'm excited about this and wanted to get it posted. All suggestions welcomed.

Half-Life 2: Deathmatch BrokenPalace:Source

by Finger
Beta
This is a remake of Broken_Palace - my most successful Halflife 1 map. Sofar, the theme is really shining with the new layer of 'next gen' polish I am able to apply with the Source engine. I'm currently creating new textures and finalizing layout changes. Playtesting should begin soon.

Counter Strike Source Justice - CS

by satchmo
The crazies have broken out of their "terrorist cells" at the courthouse, and they're planning to bomb the place to facilitate their escape. The SWAT team, of course, has just arrived to stop them.

The terrorists can either plant the bomb at the base of the statue above the courtroom or inside the main security control room just below the prison. The statue is closer, but it's a very open area, with enemies coming from all directions. The control room is harder to get to, but it's more easily defended once the bomb is planted.

There are 40 spawn points. There are multiple ways to get to either bomb site, including from the outside courtyard and from the basement (to bomb site B). Sniper points are everywhere, so watch your head.

There is an alternate way for the terrorists to get to bomb site B. After existing the prison spawn point, the terrorists can turn right into the third-floor balcony area instead of running down the corridor to bomb site A.

In the balcony, use the crates to jump onto the fence. You can then jump onto a lamp fixture extending out from the side of the building. From the light fixture, you can then jump onto the perimeter wall, and then jump down to ground level without suffering damage.

This route is trickier, but also sneakier. The basement also provides a detour to the bomb site. You can surprise the CT by showing up at bomb site B largely undetected.
Distance from spawn point to bomb site:
CT to A: 9 sec
T to A: 11 sec

CT to B: 16 sec
T to B: 22 sec

Day Of Defeat (HL) dod_nonameyet

by pepper
Beta
its set in a snow village much like dod_kalt, ony totaly different feeling. wiht 5 control points a rivier and axis and allied spawnpoitns are on different places. still it got the dod_kalt look with a central road leading throw the map wich the control points are on.

Unfortunately the i suffered from a hd crash and havent been able to retrieve the source. Therefore this map is canceld...

Counter Strike Source cs_harvest

by R_Yell
Thx to all people that contributed with their comments and suggestions. Hope you like it.

CS_Harvest tries to represent a natural huge outdoor place without loosing CS classical gameplay. A lot of custom materials, textures and models are included. There is linux data also, but it takes a lot of space (about half of bsp).

A custom navigation file for bots (made from scratch) takes adventage of cs_harvest complex terrain.

Counter Strike Source surf_speedway

A new surf map, with three runs to choose from at the spawn, which both teams spawn at. Rather then having a divider, I opted to simply make everyone start with no weapons, including knives. This may be a turn down to some people, but it encourages people to surf better by not spawn killing or being spawn killed.

Flamers, please note that surf maps are not supposed to be beautiful. They are for the fun of playing them. I am an expierenced mapper, the only reason that I don't pay the attention to detail that I used to is because the slow productivity drove me away from mapping, which I loved to do.

NOTE: DOWNLOAD LINK HAS BEEN UPDATED TO A FIX, REPAIRING A SKYBOX ISSUE.